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// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//============================================================
//
// effect.h - BGFX shader material to be applied to a mesh
//
//============================================================
#ifndef MAME_RENDER_BGFX_EFFECT_H
#define MAME_RENDER_BGFX_EFFECT_H
#pragma once
#include <bgfx/bgfx.h>
#include <map>
#include <memory>
#include <string>
#include <vector>
class bgfx_uniform;
class bgfx_effect
{
public:
bgfx_effect(std::string &&name, uint64_t state, bgfx::ShaderHandle vertex_shader, bgfx::ShaderHandle fragment_shader, std::vector<std::unique_ptr<bgfx_uniform> > &uniforms);
~bgfx_effect();
void submit(int view, uint64_t blend = ~0ULL);
bgfx_uniform *uniform(const std::string &name);
bool is_valid() const { return m_program_handle.idx != bgfx::kInvalidHandle; }
private:
std::string m_name;
uint64_t m_state;
bgfx::ProgramHandle m_program_handle;
std::map<std::string, std::unique_ptr<bgfx_uniform> > m_uniforms;
};
#endif // MAME_RENDER_BGFX_EFFECT_H
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